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BlackBerry DD

Note: BlackBerry is NOT a cyber security company. They are a security company. Revenue does not care about your AI driven autonomous machine learning EV car with DDs. People are using these terms loosely. A quick lookup for interviews with John Chen would prove that he explicitly avoids these terms as they do not define nor matter to the products/revenue of BlackBerry. QNX revenue does not depend on any of these terms, it's on installation on any device. This includes the space station, of which there is 1 of with obviously non-recurring revenue. Buying based on these basis would be gambling.
Bull:
Where I think growth can be made:
  1. QNX in more cars. They can capitalize on the idea of less ECUs = less cost for OEMs + security.
  2. IVY usage by OEMs along with QNX.
  3. IVY ecosystem. Maybe application billing?
  4. Professional services (support) for the products listed.
  5. AtHoc increased market share in more governmental/healthcare/educational entities.
  6. SecuSUITE for more enterprise customers with the idea being saving employers money from purchasing work phones for employees, and worrying about securing them.
Bear:
Prediction: I think QNX can become a $1B revenue per year alone. $2B revenue per year as a company is not far fetched. Without a subscription/usage based model, it is difficult to see how growth can go beyond that. BB is good in 2-5 years, not this year. I can see their revenue growing to potentially $2B - $4B revenue per year. They did mention trying to figure out a subscription/usage based billing, if done then the revenue would be much higher. I think $18 is a fair price on the high end. It could grow further than that, but expectations would be HIGH.
Resources:
  1. John Chen interview: https://youtu.be/_hQQlCWMrQA?t=313
  2. John Chen interview: https://youtu.be/FNdbGhun2E8
  3. J.P. Morgan IVY presentation: https://cache.webcasts.com/content/jpmo001/1416508/content/58ffe5daaa24e738fdef0d065b9b15077892ea63/pdf/secured/BlackBerry_-_Winter_2020-21_Investors_Deck.pdf
  4. IVY: https://blackberry.qnx.com/en/aws
  5. QNX: https://blackberry.qnx.com/content/dam/bbcomv4/qnx/software-solutions/embedded-software/qnx-neutrino-rtos/pdf/QNX-Neutrino-Product-Brief-v7.pdf
  6. QNX Hypervisor: https://blackberry.qnx.com/content/dam/qnx/products/hypervisohypervisorGEM-ProductBrief.pdf
  7. QNX Tools: https://blackberry.qnx.com/en/embedded-software/qnx-software-development-platform
  8. Spark UEM: https://www.blackberry.com/content/dam/bbcomv4/blackberry-com/en/products/resource-centeresource-library/guides/guide-blackberry-spark-uem-suites.pdf
  9. Spark UES: https://www.blackberry.com/content/dam/bbcomv4/blackberry-com/en/products/resource-centeresource-library/briefs/Solution_Brief_BlackBerry_Spark_UES_Suite_Final.pdf
  10. AtHoc: https://www.blackberry.com/us/en/products/blackberry-athoc
  11. AtHoc in healthcare: https://www.blackberry.com/us/en/products/blackberry-athoc/healthcare
  12. SecuSUITE: https://www.blackberry.com/us/en/products/secusuite
  13. Customer oriented solutions - continuous authentication: Start the video at 5:04: https://www.blackberry.com/us/en/events/security-summit/2020/video-details/work-anywhere
  14. Easier link: https://vimeo.com/497426347
  15. VW OS: https://electrek.co/2020/06/19/vw-to-develop-its-own-operating-system-but-dodges-question-about-id-3-software/
Position: 1,500.
Disclaimer: I don't know everything, I may be incorrect about some things. This is based on what I've researched and to the best of my ability. Do your own DD. Obligatory this is not an investment advice.

Edit: This is the only sub with a lot of discussion. I appreciate y'all.

🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀
Edit 2: One day later, marked closed $18.03. Crazy.
submitted by _MoveSwiftly to wallstreetbets [link] [comments]

The next BTC crash could be something to behold

Also on my blog with better formatting, cute footnotes and inlined images.
Note that not much here is new material, mostly rehashing existing points.

Disclaimer

This article started out as research for my betting against Bitcoin on the stock market. This isn't financial advice. As a matter of fact, I encourage all readers you to not buy or short crypto, through any market or derivative. Use your money for productive uses.
Here's a TL;DR:
  1. The current parabolic price increase in Bitcoin is a bubble that has started popping.
  2. A stablecoin called Tether is either one of the largest frauds or money laundering operation in history, and is providing most of the liquidity in the cryptocurrency ecosystem.
  3. A BTC bubble pop, incoming regulation on stablecoins or the current NYAG investigation into tether will expose tether's insolvency to the crypto market. This is bigger than it sounds.
  4. (Speculative, but one can hope) Current prices to mine BTC could end up higher than BTC market price, exposing BTC to a 51% attack.

A Recap: Bitcoin is useless and should go away

Bitcoin serves no purpose. Let's just rehash that by quickly debunking the major claimed uses over time as seen here
The stupidest version of the "uncorrelated asset" argument I hear is "Bitcoin is a great hedge for inflation!"
You know what's a good "hedge for inflation"? Literally anything. The definition of inflation is "the price of money". If the price of money goes down (inflation) then everything else has a positive return by comparison.
People who say "bitcoin is a good hedge for inflation" shouldn't be trusted to manage their own money, let alone give financial advice to anyone.
I already went into detail into this, but BTC is a terrible store of value because it's volatile. Assets that can lose 20% of value overnight don't "store value". BTC is a "vehicle for speculation".
The only way price is sustained for BTC is that you can find some other idiot to sell it to. Just as a reminder, 50% of Gold is used for things that aren't speculation, like Jewelry, so you'll never have to worry finding a seller there.
Here are some real uses for bitcoin:
Reminder: BTC is an ecological scourge
The current cost to mine a BTC is around $8000 in electricity. This electricity mostly comes from subsidized coal in China.
And given the current amount of BTC generated each day, we're using about equivalent to the electricity from all of Belgium, largely in coal, to keep this going.
I don't mind wasting time on intellectual curiosities, but destroying our planet for glorified gambling is not something I'm happy about. I want cryptocurrencies to go away entirely on this basis, philosophically.

Current BTC prices are a bubble

Before we go into tether, reminder that at the time of writing, the plot of BTC price against the S&P500 looks like this
BTC price has increased by ~800% since March. Still, no one uses it for anything useful since the last bubble in 2017, or the other one before that in 2013. This is another bubble however you put it.
BTC is not "new technology"
10 years the internet became popular, Google and Amazon already existed. We're 8 years after the popular emergence of deep learning and it has already revolutionized machine translation, computer vision and natural language processing in general.
You could argue that deep learning and the internet existed before their emergence, but so did cryptocurrencies. Look up b-money and hashcash for instance.
Bitcoin has existed since 2008 and emerged in popularity around the same time as deep learning did, yet we're still to find actual uses for it except speculation and criminal uses. It's a solution waiting for a problem.
Institutional investors are also idiots
The narrative this time is that "institutional investors" are buying into BTC. This doesn't mean it's not a bubble.
Many of the institutions were buying through Grayscale Bitcoin Trust. Rather, many of them were chasing the premium over net asset value that hovered around 20%. Basically, lock money in GBTC for 6 months, cash out and collect the premium as profit. Of course, this little Ponzi couldn't last forever and the premium seems to be evaporating now.
Similarly, totally-not-a-bitcoin-ETF-wearing-a-software-company-skinsuit Microstrategy (MSTR) trades at a massive premium over fundamentals.
There will always be traders chasing bonuses from numbers going up, regardless what is making the number going up. The same "institutional investors" were buying obviously terrible CDOs in the run-up to 2008.

Tether is lunacy

Tether is a cryptocurrency whose exchange rate is supposed to be pegged to the US Dollar. Initially this was done by having 1-to-1 US Dollar reserves for each tether issued. Then they got scammed by their money launderer, losing some $800M, which made them insolvent.
Anyway, now tether maintains their reserves are whatever they want them to be and they haven't gotten audited since 2017.
You know, normal stuff.
There's a problem to backing your USD-pegged security with something that isn't US Dollars. Namely, if the price of the thing you're backing your US Dollars against goes down, you're now insolvent. If you were backing $10B in tether with $10B of bitcoin, then the bitcoin drops by half, you're insolvent by $5B.
And then this spotlessly clean company they somehow added $20B to their balance sheet in the second half of 2020
Reminder: one side of that balance sheet is currently floating around the cryptocurrency ecosystem. Cryptocurrency traders own it as an asset and sell it to others. The other half of the balance sheet is whatever tether wants.
There are only two possibilities that explain tether's growth:
It could also be a happy mix of both.
One particularly interesting date is 30/8/2020, where tether added $3B to its balance sheet overnight. This is interesting because it predates the subsequent movement in bitcoin price and large movements in other cryptocurrencies.
The story from tether and tether's bank's CEO is that this money largely comes from foreign nationals through an OTC desk which implies the transaction goes as following:
  1. A foreign national sends money in a foreign currency to an OTC desk. This is exactly as clean as you'd think -- often raw cash transactions in the millions.
  2. That OTC desk converts the money to USD and sends it to tether's correspondent US bank. The OTC desk gives tether to the foreign national.
  3. Wait tether has a correspondent US bank?
Oh, I forgot to mention, no bank wants tether as a customer because they obviously break KYC/AML compliance. So tether first bought invested in a bank called Noble which then lost its relationship with Wells-Fargo when they realized tether were lying to them about AML. Poor tether lost its legal access to USD.
Tether has been banking in the Bahamas with a bank called Deltec since. First they had a money launderer called Crypto Capital Corp to send funds to customers, who stole the $800M from them and subsequently went to jail.
But worry not! Tether found a way to get banked in USD afterwards. Curious coincidence, an executive at Deltec was randomly blogging about buying small US community banks in 2018. You know, that thing money launderers do.
So tether's story is that in 2020, they took in roughly twenty billion USD of shady foreign money into the small community US bank their deltec bankers bought. These transactions are necessarily breaking KYC/AML. The foreign parties to those transactions wouldn't take such a rickety route to convert billions into cryptocurrencies if they weren't laughed out of the room in serious banks.
But of course, Deltec will say it did KYC on tether. Really solid KYC, clearly, since they're the last bank on earth taking tether's business. Tether says they do KYC on their customers (the large OTC desks). And I'm sure the OTC desks would be shocked, shocked if the cash money they get in Russia and China turns out to be dirty. So everyone can pass the buck of responsibility down the road and claim "We do KYC on our customers".
Sure you do, tether. If you did such great KYC, you wouldn't have such problems finding banking relationships. I mean when even HSBC is not doing business with you you're apparently more obviously moving criminal money than fucking drug cartels.
And, according to tether's people, this money is what's backing tether's reserves. Money that will get frozen the instant a prosecutor even looks at it.
Reminder: the above is the charitable, positive case for tether.
The less charitable case is that they took crayons and added zeros to their balance sheet, and that there's a couple billions waiting to burn a hole in the crypto ecosystem.
Anyway, the $25B garbage fire that is tether will make a great book/netflix series at some point and their hilariously stupid CTO going on podcasts while flinching on questions about how BTC ended up on their balance sheet will be a fun part of it.
But I'm not here to write a book, I'm here to make money by shorting all of this. For my purposes, even in the positive case tether is a ticking time bomb waiting to burn a hole in the crypto ecosystem, because...

KYC and AML are coming for cryptocurrencies

If you listen to "crypto news", all incoming crypto regulation is just great, because that means crypto is becoming legit. However, companies investing in crypto are very angry about them.
This is because crypto transactions break the FinCEN travel rule, where KYC information should "travel" along transactions, to prevent money laundering obfuscation schemes.
Of course, according to the crypto industry this is "stifling innovation". A more reasonable take is that by being leaving the crypto industry outside normal financial regulations, we're enabling a "race to the bottom". As we saw with shadow banks in the 2000-2007 era this leads to "creative banking". I don't want my bankers to be creative, I want them to be solvent.

Tether's effect on the crypto ecosystem

When tether implodes, it's taking most of the crypto industry along for a fun ride. Tether can implode in one of a few ways:
  1. A BTC price crash triggers it. If
  2. Regulators decide they've had enough of AML avoidance and regulate them.
  3. The NYAG investigation, which is waiting for an update in a few weeks, finds something and shuts them out.
Let's assume tether falls to $0 for simplicity. The analysis is the same directionally if tether significantly "breaks the buck".
This doesn't happen instantly, but it happens quickly. The peg breaks, and most people holding tether will try to sell it for other crypto (BTC, ETH, etc.). This puts downward pressure on the price of tether, incentivizing even more people to "pass the buck". Automated inter-exchange arbitrage bots might try to exploit emerging gaps in bid-ask spreads, only to end up with worthless tether instead, as their operators rush to pull the plug.
Then, we have a small village of cryptocurrency enthusiasts being out some $24B. With the trading bots turned off and the trading lubricant (a dollar pegged asset) gone, the bid-ask spreads blow up. You get a predictable flight to safety -- that is, to real money. This puts downward pressure on BTC.
While all of this is happening, there are all sorts of fun second-order effects happen. A lot of DeFi derivative products are priced in cryptocurrencies, so having normally stable prices shuffle around (eg. USDC price moving above $1 in a flight to safety) triggers a tsunami of margin calls. Some exchanges might insolvent (they're the ones redeeming tether for USD after all).

If BTC price drops below $8000, fun things happen

Currently, the price to mine a BTC is roughly $8000. Most of the mining comes from huge mining farms using subsidized coal in China, and mining costs more the more hardware there is to mine it.
Since the price of BTC hasn't substantially dropped below cost to mine we're in for a fun experiment if the price drops below this threshold. Most of these farms should turn off so that the price to mine comes back to breakeven in a case of prisoner's dilemma.
But if too much hardware turns off, this leaves mining hardware idle and the door becomes wide open to a 51% attack. It's not clear at what price below breakeven cost to mine a 51% attack becomes a serious threat, but once this threshold is crossed, we're in the "irreparable harm to BTC" risk zone.
And for a person like me, who just wants to see crypto disappear forever this is very exciting.
Maybe those mining farms could be replaced with nice forests soaking up all the carbon they emitted for posterity. One can hope.

How do I bet against all of this?

Microstrategy (MSTR) is, at this point, a bitcoin ETF wearing the skinsuit of a dying software company.
Michael Saylor, MSTR's CEO, is quite the character. I wrote a lot about his lack understanding of what a currency is, but it's on another level to look at the early stages of a bubble pop and decide this is a good time to buy $10M more of the stuff, as seen here
However, this bubble is tame by Michael's standards. Look at the historical stock of his company
What's happening on the left is that Saylor pumped the numbers with accounting fraud then the SEC took issue with the fake numbers. The stock dropped 90% practically overnight. Their accountants, PWC, paid $51M in fines. Saylor and friends paid fines, partly with company stock.
You could also short GBTC, but when Mr. Saylor provides you with an options market instead, why not use it? Shorting on crypto exchanges that might become insolvent in the very event you want to happen with this bet is a bad idea, on the other hand.

Mike can't cash out

The bitcoin market is illiquid and leveraged when it comes to real money coming in and leaving the ecosystem. Buys in the $10M-$100M seemingly move the price of BTC by upwards of $1000 in the last weeks. This means hundreds of millions of real money means tens of billions in movement in BTC market capitalization.
Now imagine what cashing $1.1B of BTC into real money would mean for the price. And this is purely in market terms, before the PR damage from bitcoin's demigod abandoning ship would have second-order effects.
Saylor has painted himself into a corner. Even if he wanted to cash out, he can't.

MSTR fundamentals: Why it should be valued below $10

In early 2020, MSTR was a slowly dying business. The EBITDA has been rapidly evaporating in the last 5 years
At that point, MSTR a stock price of $115 meaning a market cap of $1.1B. This included some $560M of cash they were sitting on. I presume the remaining $550M was an implicit sales premium for the inevitable private equity firm investors expected was going to relieve them of this stock and make the business profitable again.
Of course, they didn't sell.
Instead, they took the $560m they were sitting on and bought $400m of BTC at prices $11k and $13k in late summer 2020. Then, in early December, they took on $600m of debt to buy BTC with at $23k. They also bought $10m more in January at a price of $30.5k.
At this point, we can mostly value MSTR like a trust.
GBTC's 20% premium-to-NAV is a joke compared to the MSTR premium.
submitted by VodkaHaze to Buttcoin [link] [comments]

I heard you guys like reading patch notes... So how about a fake one?

General / QoL

Gameplay

Gacha / Shop

In Consideration

Items

Coop

Battlepass / 12 Episode Anime

Quests

Elemental Reactions

  • Vaporize's Steam deals aoe damage
  • Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
  • Overloads damage (pyro->electro) now deals x2 (pyro) damage.
  • Overload's knockback decreased significantly
  • Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
  • Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
  • Superconduct's negative armor debuff is moved to Melt
  • Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
  • Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
  • Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
  • Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
  • Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
  • Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)

Enemies

  • Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
  • Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
  • Enemies attack cycle improve. Fixed bug when enemies stop attacking. Baedou Problems.
  • Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
  • Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
  • Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
  • Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
  • Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
  • Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
  • Smol Geo Vishap now drops less geo shields
  • Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
  • Smol Geo Vishap now burrows a bit less frequently
  • Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
  • Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
  • Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
  • Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.

Characters

  • Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
  • Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
  • All characters passive talents are now combat related.
  • All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.

Ayaka

  • Alternate sprint binded to a different hotkey.
  • Yes I came from the future.

Albedo

  • Elevator can be activated to go up and down by using the F key.
  • C2 stack counter / indicator via particles (think of razor geo sigils)
  • C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
  • C6 crystallize shield has a different shape (leaf)

Amber

  • Increased ultimate radius by a tiny bit.
  • Allow targeting of ulimate by holding the ultimate button.
  • If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
  • If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.

Barbara

  • Restored Barbara's Energetic Voice Lines
  • New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
  • C6 Revive indicator is now visible as a buff.
  • C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.

Beidou

  • Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
  • Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
  • The ultimate's chain lightning deals tiny spark damage if it didn't jump.
  • C2 chain lightning has a different color.
  • C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
  • C4 perfect counter grants the maximum damage bonus
  • C4 shield has a different color.
  • C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)

Bennet

  • C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
  • C6 Ultimate restores up to 100% hp.

Childe

  • Improved manly posture when in aiming mode
  • C4 Riptide slash and flash uses different coloparticles/animation
  • C6 has an indicator when it works and when it is available

Chongyun

  • Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.

Diluc

  • What seriously? You really want more?
  • Fuck this guy in particular
  • Elemental Sword Duration Indicator added
  • C6 his flames has some bluish tint

Diona

  • Fixed shield duration bug and increased by additional 1.1 seconds per claw.
  • Shield ratio based off max hp increased by 10%
  • C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
  • C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
  • C6 radius is increased and uses a different color.

Fischl

  • Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
  • Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
  • Shadow Raven Let Night F---!!!
  • C4 Ultimate hp restored now scales off damage dealt by the ult.

Ganyu

  • holding the elemental skill allows you to aim and won't make you backdash
  • C4 Freezing Field changes color intensity per damage increase
  • C6 free frost charged arrow now works with normal unaimed attacks.
  • C6 uses a different particle color. Sometime it turns into a bazooka.

Jean

  • Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like.
  • Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
  • Base Attack Increased by +5
  • Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
  • Ultimate radius is increased
  • Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
  • If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
  • Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
  • Ultimate now slowly succs enemies to the center(without lifting them up)
  • Ultimate Damage is consequently reduced.
  • C1 Uses a different colored windblast
  • C2 Buff Indicator
  • C4 uses a different color wind field
  • C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
  • C6 Ultimate will get you to keep the windsaber for the ult's duration
  • C6 Shield Buff Indicator via Particle and Status Icon

Kaeya

  • Base attack incresed by 5
  • Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
  • C2 Icicles light up when you defeat an enemy indicating that it really works
  • C4 Barrier is of different shape
  • C6 uses a different icicle particle for bling purposes

Keqing

  • Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
  • When in single player mode, casting your ultimate produces a bullet time effect.
  • C4 Buff Indicator
  • C6 Description is confusing as fuck.
  • C6 Buff indicator
  • C6 Makes your sword light up like a lightsaber.

Klee

  • Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
  • Throwing Jumpty Dumpty provides 0.1s iframe during her spin
  • Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
  • C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
  • C6 klee uses different bombs

Lisa

  • A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
  • Option to wear glasses as a Librarian added.
  • Climbing voice volume is re-mastered in asmr microphone, in all languages.
  • Requires "i am of legal age" consent in the user center
  • Elemental skill (press) aoe slightly increased.
  • Base attack increased by 15.

Mona

  • Alternate dash is now binded to alt key.
  • Hydro Puppet now deals half damage upon cast and half damage upon explosion.
  • C6 normal attacks use a different attack animation.

MC (Anemo)

  • Palm vortex can be casted in midair to break your fall (but not propel you up)

MC (Geo)

  • When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one

Ningguang

  • Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
  • C6 has a chance to use different attack animation.
  • C6 star jade now resembles a primo gem.

Noelle

  • Elemental Sword Duration Indicator added
  • C1 heals have a special effect and voice line when conditions are met.
  • C2 upgrade uses a different charged attack animation.
  • C4 uses a different barrier color
  • C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.

Qiqi

  • C2 reworked as -15% attack debuff
  • C4 reworked as -20% elemental resistance debuff
  • C6 cooldown/availability indicator.
  • C6 has a different bling/color

Razor

  • Transformation Duration Indicator added
  • C1 increased damage now really works
  • C1 now has a buff indicator that it really works
  • C2 now has a special crit indicator
  • C4 armor shred now has a (claw mark) armor shred indicator that it really works
  • C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
  • C6 covers your sword with electricity (like diluc) when it is charged and ready
  • Yes I play razor a lot.

Sucrose

  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
  • C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
  • C2 ult has a different color
  • C4 has an indicator that it works
  • C6 buff indicator

Venti

  • Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
  • C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
  • C4 buff indicator.
  • C6 uses different vacuum color

Xiangling

  • Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
  • C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
  • C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
  • C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
  • Yes flat is justice.

Xingqiu

  • Floating Swords Duration added
  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
  • C4 Elem Skill leaves a faint rainbow (when ulted)
  • C6 Swords emit faint rainbow color. Rainbow power motherf-

Xinyan

  • Hitting large enemies counts as 2 enemies.
  • C1 buff indicator
  • C2's level 3 shield has some bluish flames
  • C6 charged attack uses a diffent attack animation or has an indicator that it works

Xiao

  • Transformation Duration Indicator added
  • C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
  • C6 plunge attack counts large enemies as 2.
  • C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
  • C6 during the bullet time you can sneak in a normal attack once per dash
  • Bullet time is always disabled in multiplayer

Zhongli

  • Increased pillar aoe by a tiny bit
  • Generates energy particles per pulse, maximum of 1 enemy per pillar
  • Base attack increased by 5
  • Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
  • Attack ratios increased by 3% per attack category.
  • C1 has a slightly bigger dong eherm statue
  • C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
  • C6 shield uses a different color , come on you get the drift already.
  • C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)

Why different coloparticles/animation when you have C1-C6 upgrade?

It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."

Why are you doing this?

It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.

Afterword

Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow

After-Afterword

  • Thanks for the awards and all kinds of reception
  • You guys are awesome and insane that's a shit load of awards thank you.
submitted by lordpuza to Genshin_Impact [link] [comments]

BlackBerry DD

Note: BlackBerry is NOT a cyber security company. They are a security company. Revenue does not care about your AI driven autonomous machine learning EV car with DDs. People are using these terms loosely. A quick lookup for interviews with John Chen would prove that he explicitly avoids these terms as they do not define nor matter to the products/revenue of BlackBerry. QNX revenue does not depend on any of these terms, it's on installation on any device. This includes the space station, of which there is 1 of with obviously non-recurring revenue. Buying based on these basis would be gambling.
Bull:
Where I think growth can be made:
  1. QNX in more cars. They can capitalize on the idea of less ECUs = less cost for OEMs + security.
  2. IVY usage by OEMs along with QNX.
  3. IVY ecosystem. Maybe application billing?
  4. Professional services (support) for the products listed.
  5. AtHoc increased market share in more governmental/healthcare/educational entities.
  6. SecuSUITE for more enterprise customers with the idea being saving employers money from purchasing work phones for employees, and worrying about securing them.
Bear:
Prediction: I think QNX can become a $1B revenue per year alone. $2B revenue per year as a company is not far fetched. Without a subscription/usage based model, it is difficult to see how growth can go beyond that. BB is good in 2-5 years, not this year. I can see their revenue growing to potentially $2B - $4B revenue per year. They did mention trying to figure out a subscription/usage based billing, if done then the revenue would be much higher. I think $18 is a fair price on the high end. It could grow further than that, but expectations would be HIGH.
Resources:
  1. John Chen interview: https://youtu.be/_hQQlCWMrQA?t=313
  2. John Chen interview: https://youtu.be/FNdbGhun2E8
  3. J.P. Morgan IVY presentation: https://cache.webcasts.com/content/jpmo001/1416508/content/58ffe5daaa24e738fdef0d065b9b15077892ea63/pdf/secured/BlackBerry_-_Winter_2020-21_Investors_Deck.pdf
  4. IVY: https://blackberry.qnx.com/en/aws
  5. QNX: https://blackberry.qnx.com/content/dam/bbcomv4/qnx/software-solutions/embedded-software/qnx-neutrino-rtos/pdf/QNX-Neutrino-Product-Brief-v7.pdf
  6. QNX Hypervisor: https://blackberry.qnx.com/content/dam/qnx/products/hypervisohypervisorGEM-ProductBrief.pdf
  7. QNX Tools: https://blackberry.qnx.com/en/embedded-software/qnx-software-development-platform
  8. Spark UEM: https://www.blackberry.com/content/dam/bbcomv4/blackberry-com/en/products/resource-centeresource-library/guides/guide-blackberry-spark-uem-suites.pdf
  9. Spark UES: https://www.blackberry.com/content/dam/bbcomv4/blackberry-com/en/products/resource-centeresource-library/briefs/Solution_Brief_BlackBerry_Spark_UES_Suite_Final.pdf
  10. AtHoc: https://www.blackberry.com/us/en/products/blackberry-athoc
  11. AtHoc in healthcare: https://www.blackberry.com/us/en/products/blackberry-athoc/healthcare
  12. SecuSUITE: https://www.blackberry.com/us/en/products/secusuite
  13. Customer oriented solutions - continuous authentication: Start the video at 5:04: https://www.blackberry.com/us/en/events/security-summit/2020/video-details/work-anywhere
  14. Easier link: https://vimeo.com/497426347
  15. VW OS: https://electrek.co/2020/06/19/vw-to-develop-its-own-operating-system-but-dodges-question-about-id-3-software/
Position: 1,500.
Disclaimer: I don't know everything, I may be incorrect about some things. This is based on what I've researched and to the best of my ability. Do your own DD. Obligatory this is not an investment advice.
submitted by _MoveSwiftly to investing [link] [comments]

BlackBerry DD

Note: BlackBerry is NOT a cyber security company. They are a security company. Revenue does not care about your AI driven autonomous machine learning EV car with DDs. People are using these terms loosely. A quick lookup for interviews with John Chen would prove that he explicitly avoids these terms as they do not define nor matter to the products/revenue of BlackBerry. QNX revenue does not depend on any of these terms, it's on installation on any device. This includes the space station, of which there is 1 of with obviously non-recurring revenue. Buying based on these basis would be gambling.
Bull:
Where I think growth can be made:
  1. QNX in more cars. They can capitalize on the idea of less ECUs = less cost for OEMs + security.
  2. IVY usage by OEMs along with QNX.
  3. IVY ecosystem. Maybe application billing?
  4. Professional services (support) for the products listed.
  5. AtHoc increased market share in more governmental/healthcare/educational entities.
  6. SecuSUITE for more enterprise customers with the idea being saving employers money from purchasing work phones for employees, and worrying about securing them.
Bear:
Prediction: I think QNX can become a $1B revenue per year alone. $2B revenue per year as a company is not far fetched. Without a subscription/usage based model, it is difficult to see how growth can go beyond that. BB is good in 2-5 years, not this year. I can see their revenue growing to potentially $2B - $4B revenue per year. They did mention trying to figure out a subscription/usage based billing, if done then the revenue would be much higher. I think $18 is a fair price on the high end. It could grow further than that, but expectations would be HIGH.
Resources:
  1. John Chen interview: https://youtu.be/_hQQlCWMrQA?t=313
  2. John Chen interview: https://youtu.be/FNdbGhun2E8
  3. J.P. Morgan IVY presentation: https://cache.webcasts.com/content/jpmo001/1416508/content/58ffe5daaa24e738fdef0d065b9b15077892ea63/pdf/secured/BlackBerry_-_Winter_2020-21_Investors_Deck.pdf
  4. IVY: https://blackberry.qnx.com/en/aws
  5. QNX: https://blackberry.qnx.com/content/dam/bbcomv4/qnx/software-solutions/embedded-software/qnx-neutrino-rtos/pdf/QNX-Neutrino-Product-Brief-v7.pdf
  6. QNX Hypervisor: https://blackberry.qnx.com/content/dam/qnx/products/hypervisohypervisorGEM-ProductBrief.pdf
  7. QNX Tools: https://blackberry.qnx.com/en/embedded-software/qnx-software-development-platform
  8. Spark UEM: https://www.blackberry.com/content/dam/bbcomv4/blackberry-com/en/products/resource-centeresource-library/guides/guide-blackberry-spark-uem-suites.pdf
  9. Spark UES: https://www.blackberry.com/content/dam/bbcomv4/blackberry-com/en/products/resource-centeresource-library/briefs/Solution_Brief_BlackBerry_Spark_UES_Suite_Final.pdf
  10. AtHoc: https://www.blackberry.com/us/en/products/blackberry-athoc
  11. AtHoc in healthcare: https://www.blackberry.com/us/en/products/blackberry-athoc/healthcare
  12. SecuSUITE: https://www.blackberry.com/us/en/products/secusuite
  13. Customer oriented solutions - continuous authentication: Start the video at 5:04: https://www.blackberry.com/us/en/events/security-summit/2020/video-details/work-anywhere
  14. Easier link: https://vimeo.com/497426347
  15. VW OS: https://electrek.co/2020/06/19/vw-to-develop-its-own-operating-system-but-dodges-question-about-id-3-software/
Position: 1,500.
Disclaimer: I don't know everything, I may be incorrect about some things. This is based on what I've researched and to the best of my ability. Do your own DD. Obligatory this is not an investment advice.
submitted by _MoveSwiftly to SecurityAnalysis [link] [comments]

My Options Overview / Guide (V2)

Greeting Theta Gang boys and girls,
I hope you're well and not bankrupt after last week. I'm just now recovering mentally myself. I saw a few WSB converts and some newbies asking for tips, so here you go. V2 of my Options guide. I hope it helps.

I spent a huge amount of time learning about options and tried to distill my knowledge down into a helpful guide. This should especially be useful for newbies and growing options traders.
While I feel I’m a successful trader, I'm not a guru and my advice is not meant to be gospel, but this will hopefully be a good starting point, teach you a lot, and make you a better trader. I plan to keep typing up more info from my notebook, expanding this guide, and posting it every couple months.
Any feedback or additions are appreciated
Per requests, I added details of good and bad trades I made. Some painful lessons learned are now included. I also tried to organize this better as it got longer.
Here's what I tell options beginners:
I would strongly recommend buying a beginner's options book and read it cover to cover. That helped me a lot.
I like this beginner book: https://www.amazon.com/dp/B00GWSXX8U/ref=cm_sw_r_cp_apa_OxNDFb2GK9YW7
Helpful websites:
Don't trade until you understand:
Basics / Mechanics
General Tips and Ideas:
Profit Retention / Loss Mitigation
Trade Planning & Position Management Tips
-Advanced Beginner-
Spreads
Trading Mechanics, Taxes, Market Manipulation
-Intermediate / Advanced Strategies (work in progress)-
You’ll notice many of these strategies inverse one another.
Options Strategy Finder
This website is great for learning about new strategies, you’ll see many links to it below.
https://www.theoptionsguide.com/option-trading-strategies.aspx
Short Strangle / Straddle
Iron Condor and Iron Butterflies
Long Condor (Debit Call Condor)
Short Condor (Credit Call Condor)
Reverse Iron Condor
LEAPs
PMCC / PMCP
Advanced Orders

Disclaimer:
I’m not a financial adviser, I'm actually an engineer. I’m not telling you to invest in a specific stock/option or even use a specific strategy. I’ve outlined and more extensively elaborated on what I personally like. You should test several strategies and find what works best for you.
I'm just a guy who trades (mainly options) part-time for financial gain and fun. I don't claim to be some investing savant.
submitted by CompulsionOSU to thetagang [link] [comments]

Autochess: Market Status and Design Analysis [effort post]

Autochess: Market Status and Design Analysis [effort post]
This article was written with the feedback of ~300 highly engaged players from the different autochess reddit communities (TFT, DOTA Underlords, Chess Rush...), which participated in interviews and on a poll whose results are available here. They’re especially thanked by name at the end of the article.
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
https://preview.redd.it/tc2c19k4ipg61.png?width=1024&format=png&auto=webp&s=487539f51e104ee7d1aae1a6ded7447b1dee11ca
It really helps me if you check this article (or similar content) at my blog https://jb-dev.net/

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
https://preview.redd.it/abyi6d2jipg61.png?width=461&format=png&auto=webp&s=d4171bf9344a162e695a75a91d18eec8206b9123
Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.

2nd Era (2010s): Integration

By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.
https://preview.redd.it/vl6h2l7lipg61.png?width=763&format=png&auto=webp&s=414abb3da2b169966b7bf757a6116f86ef3748d2
Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two.
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
This case hints what would later happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
https://preview.redd.it/zkdv4jjqipg61.png?width=808&format=png&auto=webp&s=0e7ad39e5db4d83b6b927587b59bf1c81fe0ef85
Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor.

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
https://preview.redd.it/51jbq4jwipg61.png?width=1024&format=png&auto=webp&s=fdfcfeb82e73b48210c4d93386438268d6dcbe3b
Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve.
Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
On Autochess, the fragmentation and fast release pace came at the cost of innovation, though. These games feature few unique selling points compared to the original DOTA Autochess experience: TFT’s ‘anti-snowballing’ character selection rounds, Underlord’s bosses and fast-track mode….
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
https://preview.redd.it/8w2lrid0jpg61.png?width=854&format=png&auto=webp&s=3697396edd8af2dff3f8e25cb2dd3829635506d0
What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
  • Squires: Rather than standalone games, these are side-modes of already successful products. Under this category we would list the Battlegrounds mode in Hearthstone, or League of Legends’ TFT, and maybe even the original DOTA Autochess mod. While for sure they’ll have their own dedicated audience that only plays those modes, for most players it’s just a nice and fresh activity integrated within a broader game experience. The squires are the ones that have achieved the biggest success among the autochess genre because they don’t suffer as much backlash from the lack of gameplay depth inherent to the genre, which is harmful for the long term retention: Even if the mode eventually becomes a bit shallow, players have many other things to play, and thus are retained. As a consequence, these games can still monetize significatively by selling renewals of their Battle Passes every new season. Not enough to make them successful on the degree that was expected… but at least it’s something. Other than bringing an additional source of revenue, these modes were useful to their core games: They generated player interest by providing innovative gameplay. Hearthstone’s Battlegrounds was an amazing addition to the CCG genre, and made a lot of people come back to the game to discover the new mode and reengage.
https://preview.redd.it/1qhlvvd6jpg61.png?width=1024&format=png&auto=webp&s=c56f59cc22cf8e0d0207abc424dca9e976c5685c
SQUIRE: The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
  • Would-be Kings: These are the other two top dogs of the category. They were supposed to rule… but that looking at the numbers they don’t really seem to have ever lifted off. Under this category we would list Auto Chess: Origins and DOTA Underlords. The problem is that their standalone approach means that they suffer the most of the design issues of the genre that we’ve presented in the last section of this article (i.e. flat complexity, lack of mastery depth, lack of progression and rotative meta…). That means that they lost a lot of population over time, and therefore their Battle Pass renewal isn’t as effective at generating revenue : (
https://preview.redd.it/p2n125v9jpg61.png?width=1280&format=png&auto=webp&s=59aa81130d41566a336413dafc3e2317d80d3d24
DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments.

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
https://preview.redd.it/satixy6cjpg61.png?width=934&format=png&auto=webp&s=80623e39c57f1252b3fc5d04db1d2a20b06928e2
  • Patricks, gamers looking for a competitive-but-idle experience that doesn’t require full attention and it’s easily reconcilable with their functional adult life.
  • Grizzlies, competitive players that struggle with fast paced games that demand a high actions per minute ratio and quick reflexes (like MOBAs or competitive shooters).
  • Warmasters, highly competitive players that enjoy more the area of strategy (setting up goals and planning how to achieve them) rather than tactics (skillful execution of actions and micromanagement).

What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
https://preview.redd.it/a25azxggjpg61.png?width=962&format=png&auto=webp&s=dc3677e4203abb44d5b60cc2b55e01f4fe839f74
Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
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In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
https://preview.redd.it/42cbth8njpg61.png?width=951&format=png&auto=webp&s=241cd59b4468cabf2d0d24e1a4e3a703b74ada51
Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
https://preview.redd.it/52umfcvqjpg61.png?width=796&format=png&auto=webp&s=dd8095e71d025886d3c0313187ead49587459453
The DAU that we would expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
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In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games have a huge snowball effect, due to the following reasons:
  • Resources lead to victories, victories lead to resources As you know, in autochess each player builds a team based on successive battles. Better battle performance will grant more gold, which is the resource used to buy units, perform shop rolls, etc… Similar to the cases we’ve already explained, this means that players that achieve early dominance will be able to to obtain more gold, use it to get better units and get more victories and gold, therefore increasing their team power faster than the rest. ‘But players can be lucky or unlucky, generating a factor that compensates for the advantage of having more resources early on‘, you may be considering. Unfortunately, this is a flawed logic, because of 2 main reasons: (1) Having more resources means more adaptability: The dominant players will be able to leverage on them to re-adapt their team, therefore outperforming the rest on a randomness-driven scenario. (2) Resources allow to buy more rolls, which diminishes the deviation generated by each individual roll.
https://preview.redd.it/srshcyzxjpg61.png?width=620&format=png&auto=webp&s=cc0313c25ed95c78b7277a7a95b6cecb4d2270b4
TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on.
  • Luck factor. The previous point goes into maintaining and increasing dominance once it has been achieved early on, but another source of frustration is that luck is a huge factor in achieving early dominance. This means that your strategic skills and smarts can be completely invalidated by a couple of bad rolls at the beginning of the match. And there’s nothing that competitive players hate more than having their match stolen by factors outside the pure clash of abilities.
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
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The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing.
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:
  • Because in autochess the player builds its team from scratch, at the beginning of each match there are several turns to setup team foundations. Removing these early decisions severely decreases the teambuilding possibilities, decreasing overall depth.
  • Also, each setup phase between clashes requires a minimum time to think and perform the actions. In the last turns of a match, the game can become quite demanding on thinking and input speed.
  • Matches require a minimum amount of turns to compensate the weight of a single lucky/unlucky roll over the chances to win. Because the possible units for teambuilding appear on random rolls, the less turns there are the more luck factor the game will suffer, and as a consequence the less important the player’s strategic skills will be.
  • And if there are few turns, there are also less chances for comebacks. Because it means that players will have less setup phases to adapt and catch a player that has obtained an early advantage.
  • Finally, since the match involves 8 players, it requires a minimum of turns so that they all can fight between each other… Nevertheless, I don’t consider this a critical issue because Dota has been able to change this specific point on the knockout mode without sacrificing too much in terms of depth.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
https://preview.redd.it/jptzdrj8kpg61.png?width=1280&format=png&auto=webp&s=8f3fb34eb46b610e6ee355ba47782c804cb74186
The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
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